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ShaderTool Ativador Download [FULL]

Updated: Dec 8, 2020





















































About This Software YES - ShaderTool has reached FINAL STATUS!It capsulates a powerful node based system and an easy to use code editor to create shaders of any kind (except compute shader) with full Oculus Rift DK 2 support in addition!ShaderTool provides a flexible and editable node-powered pipeline that allows you to write shaders without also having to have written an engine. Use the integrated code editor to directly write shader code in either HLSL (DirectX) or GLSL (OpenGL).FeaturesWrite shaders and view results instantlySupport of HLSL and GLSL (DirectX and OpenGL)Latest shader models fully supported Code editor with syntax highlighting, warning and error outputEasy-to-use node-based render pipeline Import models, textures, audio files and other resources per drag'n dropExport your shaders and share them with othersCreate template projects for more efficient shader development Direct use of shaders in DirectX or OpenGL applications Oculus Rift DK 2 fully supported (Direct Acces Mode)Use audio streams for shader input to create stunning effectsPost-Effects fully supportedCreate multiple render-pipelines and combine them to create AAA shaders used in gamesFinally a modern shader IDE for programmers and FX artistsMaybe you are one of those who was looking without avail for a really good shader development environment. You might ended up with the FX Composer or RenderMonkey – both very powerful shader IDEs but with one big disadvantage – both are sadly not maintained anymore and therefore they do not support the newest shader models!So what else was out there? Sadly … almost nothing! Some IDEs are more after GLSL and very few after HLSL. Some IDEs only support the creation of post effects – but that is not enough for a professional shader developer!That is exactly what we were just thinking a year ago and we thought that it was time to change that. So we started to develop ShaderTool. And now its finished - get it and start coding!What is ShaderTool capable of?The current version of ShaderTool allows you to write HLSL and GLSL shaders of any kind. But you not only can write shaders by hand but also build up your own render pipeline through the easy-to-use node-based-system and combine multiple shaders to create state of the art effects.You can load or just drag and drop models, textures and audio files of any kind! The integrated code editor supports syntax highlighting, shows warnings and errors with quick jump functionality and other typical code editor stuff.Also, we are improving ShaderTool every day and if you have suggestions or ideas: PLEASE LET US NOW! During the alpha and beta phase a lot of ideas from users have been implemented - so your voice matters!There is so much more … try out for yourself! 1075eedd30 Title: ShaderToolGenre: UtilitiesDeveloper:Stefan Kraus, Timo ArmbrusterPublisher:BiteTheBytes GmbHRelease Date: 1 Apr, 2014 ShaderTool Ativador Download [FULL] What it isn't?This is not a fully node based shader editor. Do not expect an Unreal Engine material editor here. You will be mostly writing shader code instead of creating\/connecting nodes actually.What it is?It is a quick environment where you can feed your shader the required data and see the results, tweak, play, improve etc.If you already know how to write shaders or just learning shader programming and require a nicely designed environment to focus on shader programming I would highly recommend this. Otherwise stay away. P.S. If you want HLSL only, Visual Studio 2013 Community Edition has a nice shader designer which is similar to this and it's free. You might want to try that first.. Interesting software, but has problems. Menu buttons or the HUD in general fails to render at times, so it glitchyCan't maximize the window without the editor stretchingand currently doesn't support UNITY 3DStill, worth looking into. Extremely useful tool for those working with pure GLSL or HLSL. It has many great templates to get you started even if you have no clue about shaders. The true greatness of this tool though is its debugging abilities. To be honest, I don't use this tool to type out my shaders, its not got the most amazing text editor. But when my shader crashes my application, I just copy it into this tool, press compile, and BAM! All errors pop up and I can clean them in a snap! Any programmer can tell you that simple mistakes can get the best of ya, and this tool really helps prevent that. Now when I originally bought it I was thinking it would be something like Shaderforge (from Unity) and was somewhat disappointed. However, after so much reading and messing about, I have got a good enough understanding of shaders to just code them on my own, and at this point I wouldn't trade that for any visual editor. Custom code is always more powerful, and the fact is you will save so much space in your shader if you just write it out yourself, node editors can really generate lots of pointless stuff. The ONE thing I would like for this tool is a better text editor, if they had options for tab spacing and font size and all that I would type out all my shaders in this beast. No big deal though, Notepad++ and this work fine together! Hope this helps someone undecided about this!. For a small and quick shader IDE that isn't part of a large integrated tool like UnrealEngine, ShaderTool can't really be beat. It's got a very pleasant to use node graph interface with real-time previews as well as a nice text editor for writing shader code, with syntax highlighting. The latest version brings some nice user interface refinements like when adding new nodes, they are shown as icons and the ability to modulate node\/shader inputs via mouse or by sound input (from wav\/ogg\/mp3) which makes for some fun experimentation.. I bought this tool for testing my shaders easier and I got what I expected.. Sorry, not a positive review. This product is far from finished, and if had had had used a trial version, I would never have bought ShaderTool. The main problems, in my opinion are these:- The editor has less than basic possibilities. The 'find' feature is missing, no adjustable fonts or colors, no formatting, no block comment\/uncomment, etc.- Undo does not work well. Try disconnecting the effect wire to a fully connected draw node, and hit undo.- No multiple projects, and no multiple instances of the program. So it is virtually impossible to move\/copy parts of a project to another project.- There are no performance tools, even a FPS logging is missing.- It does not sore any preferences, like working in HLSL or GLSL, position of window, size of editor window, etc.- No updates for a long time, and the developpers are busy now with other projects. That is ok for a free program, not for a payed one like this.An IDE is supposed to make development easier, this product makes it just frustrating.. Pros:+ Great for begginers in shader writing+ Good examples+ Syntax debug+ Very handy in shader optimizationCons:- Uniforms are dissconected when no longer used (this is f***ing annoying, why they can`t be marked red or something?)- Poor documentation- Scene organization can be more advanced- No support for multi uvsBut in general i reccomend if you want to learn how to write shaders.. DATE = 14\/10\/2014*** As stated by the developers its an Alpha product, If there was an Early Access program for software and not just games on Steam they would have used it.------ THE GOOD -------- That being said, this product is already at a very usable position. Its got an fantastic node based UI which makes chopping and changing your shaders a really easy experience.- The integrated Text Editor is fantastic. - I love the DARK UI, All of the tools I use i try and get the dark UI where possible (intellij, Sublime, Mono). Don't underestimate the productivity increase when you love the environment you work in ;)- The immediate feedback you get while seeing your effect on a model in real time is amazing. This is my first ever shader tool and im very happy.- THE DEVELOPERS ARE GREAT, this should not be played down at all. The day it released (at least when i found it), it had a huge bug that prevented AMD GPU users from using the GLSL part of the app, it was completely broken. After a few of us said so on the forum, the dev told us they were ON IT :) Then about 12 hours later there was an update that fixed it completely :) Ive also seen them do the same with other bugs other users have had. They are very competent.------THE BAD------- There is still a lot to do to get this product where I think it could be. At this point in time it only supports DX, and Open GL4. - In future I REALLY want to see OpenGL ES support for GLSL ES. I enjoy developing for mobile, so at this point in time I only use ShaderTool to mess about on PC. I really would love to use this for Android stuff :)-----------------------------------------------------------------THE ENDTLDR GOOD - Great App, Great Devs, Already VERY usable, TONS of potential..... GREAT DEVS ;)TLDR BAD - Still very early in development, NO OpenGL ES Support yet.. I really like this as it makes shader development very efficient by cutting out the tedious aspects of such. It is also very useful for learning purposes, as you don't have to spend so much time doing error-prone juggling of uniforms, shader programs, matrices, etc, in the code of the actual application you intend on implementing the shader in. Instead, all aspects and components of your shader are sorted clearly and concisely across nodes that function in intuitive ways.If I had to give a downside, there are small bugs that pop up now and again (at least as I have experienced in the OpenGL projects) that make things slightly troublesome. For example, error text for errors on shader compilation do not show up sometimes (I'm going to make a bug report on this). However, this program is early in development so bugs small and large are to be expected. What matters at this point is how active the developers are at fixing bugs and improving their application. And let me tell you, they fix those bugs really fast. There was one bug that was new to them which I was having and it was preventing me from writing\/editing shader code in the text editor. From first hearing about it, they released a fix for it within about 2 days. Respectable and respectful developers, over there!

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